// Start is called before the first frame update void Start() { QualitySettings.vSyncCount = 0; Application.targetFrameRate = 60; m_CalculatedPath = new NavMeshPath(); m_Agent = GetComponent <NavMeshAgent>(); m_Animator = GetComponentInChildren <Animator>(); Speed = 0f; m_Agent.speed = Speed; m_Agent.angularSpeed = 360.0f; m_LastRaycastResult = transform.position; m_SpeedParamID = Animator.StringToHash("Speed"); m_AttackParamID = Animator.StringToHash("Attack"); m_HitParamID = Animator.StringToHash("Hit"); m_FaintParamID = Animator.StringToHash("Faint"); m_RespawnParamID = Animator.StringToHash("Respawn"); m_CharacterData = GetComponent <CharacterData>(); m_CharacterData.Equipment.OnEquiped += item => { if (item.Slot == (EquipmentItem.EquipmentSlot) 666) { var obj = Instantiate(item.WorldObjectPrefab, WeaponLocator, false); Helpers.RecursiveLayerChange(obj.transform, LayerMask.NameToLayer("PlayerEquipment")); } }; m_CharacterData.Equipment.OnUnequip += item => { if (item.Slot == (EquipmentItem.EquipmentSlot) 666) { foreach (Transform t in WeaponLocator) { Destroy(t.gameObject); } } }; m_CharacterData.Init(); m_InteractableLayer = 1 << LayerMask.NameToLayer("Interactable"); m_LevelLayer = 1 << LayerMask.NameToLayer("Level"); m_TargetLayer = 1 << LayerMask.NameToLayer("Target"); m_CurrentState = State.DEFAULT; m_CharacterAudio = GetComponent <CharacterAudio>(); m_CharacterData.OnDamage += () => { m_Animator.SetTrigger(m_HitParamID); m_CharacterAudio.Hit(transform.position); }; }
// Start is called before the first frame update void Start() { m_Animator = GetComponentInChildren <Animator>(); m_Agent = GetComponent <NavMeshAgent>(); m_SpeedAnimHash = Animator.StringToHash("Speed"); m_AttackAnimHash = Animator.StringToHash("Attack"); m_DeathAnimHash = Animator.StringToHash("Death"); m_HitAnimHash = Animator.StringToHash("Hit"); m_CharacterData = GetComponent <CharacterData>(); m_CharacterData.Init(); m_CharacterAudio = GetComponentInChildren <CharacterAudio>(); m_CharacterData.OnDamage += () => { m_Animator.SetTrigger(m_HitAnimHash); m_CharacterAudio.Hit(transform.position); }; m_Agent.speed = Speed; m_LootSpawner = GetComponent <LootSpawner>(); m_StartingAnchor = transform.position; }
public override void OnStart(Animator animator) { m_Audio = m_MonoBehaviour.GetComponentInChildren <CharacterAudio>(); }